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Spell Power Attributes Mod Wiki & Guide

Java EditionModGuides 4FAQ 10Related mods 60

Adds spell power attributes that scale magic damage and effects, integrating with attribute-based spell systems.

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Contents (5)
  1. Guides
  2. Enchantments
  3. Frequently asked questions
  4. Gallery
  5. You May Also Like

Guides

Step-by-step, in-game.

Enchantments

Enchantments this mod adds.

Amplify Spell
Energize
Magic Protection
Soulfrost
Spell Haste
Spell Power
Spell Volatility
Sunfire

Frequently asked questions

How do I get started with spell power in this mod?
Spell power is driven entirely by entity attributes, so the fastest way to see it working is to give yourself an attribute with the /attribute command, for example spell_power:fire. Once you have some spell power, apply the matching status effect or use the API to read your spell damage and confirm the value changed.
What magic schools does the mod add?
The mod adds Arcane, Fire, Frost, Healing, Lightning and Soul spell power attributes, each with its own id like spell_power:fire. There is no classic four-element system here, so don't expect earth, water or air schools.
What's the difference between spell power and spell critical chance?
Spell power (per school) sets the base magnitude of your magical damage or healing, while spell_power:critical_chance determines how often a spell crits and spell_power:critical_damage determines how much extra damage that crit deals. You generally want a mix of both rather than stacking only one.
How does spell haste work?
Spell haste (spell_power:haste) is an attribute that can be used to quicken spell casting or reduce cooldowns, depending on how the spell is implemented. It doesn't change damage on its own, only how fast you can cast or reuse abilities.

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